Yuguang Shi
Game Designer
Multi-character Demo
Platform:
PC
Tools Used:
Unreal
Duration:
1 week
Overview
This demo is a third-person boss combat prototype centered around a dual-character switching mechanic.
The player controls two characters simultaneously and can switch between them in real time. Through character switching, cooperative abilities, and boss mechanic responses, the player completes a high-intensity combat encounter lasting approximately 90 seconds.
The purpose of this demo is to validate the following combat design goals:
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Whether dual-character switching can create clear and meaningful combat decisions
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Whether the two characters provide distinct gameplay experiences and combat responsibilities
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Whether companion abilities can form a positive loop of “creating an opening → converting it into damage output”
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Whether the boss can actively drive the player to switch characters and alternate between offense and defense
Design Goals
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Core Design Objective
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Design two characters with clearly different combat roles, pacing, and risk–reward structures, and use boss mechanics to drive players to switch characters in order to achieve a combat flow of:
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Create an opening → Deal damage → Create another opening
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Specific Experience Goals
This demo aims to provide the following gameplay experiences.
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Experience Goal A: Clear Character Differentiation
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Players should quickly feel the differences between the Paladin and the Boxer in terms of:
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Survivability
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Attack rhythm
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Damage delivery methods
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Responsibilities when dealing with the boss
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Risk–reward trade-offs
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Experience Goal B: Character Switching Is a Meaningful Decision
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Players should not switch characters simply for visual variety. Instead, switching occurs because:
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The current character is not suited to the current boss mechanic
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Switching can create a more efficient damage window
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Another character can safely absorb incoming pressure
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Another character can better capitalize on a boss vulnerability
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Experience Goal C: Clear Character Synergy
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Synergy between characters should not only exist in concept but should be reflected directly in combat.
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Paladin handles pressure, interrupts the boss, and disrupts its rhythm
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Boxer delivers rapid combos, burst damage, and capitalizes on openings
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Together they create a combat rhythm of:
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Open window → Burst damage → Reopen window
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Experience Goal D: The Boss Drives Character Switching
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The boss actively forces players to switch characters through mechanics such as:
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Attack states
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Guard states
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Dash behaviors
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Enrage phases
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These mechanics require players to constantly decide:
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Which character should be active
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Whether to defend, interrupt, or attack
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When to use synergy skills to regain tempo
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Core Gameplay Loop
The core loop of this demo is:
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Observe boss behavior → Choose the appropriate character → Interrupt / break guard / evade → Gain a damage window → Build advantage → Prepare for the next mechanic cycle
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Micro Loop
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Boss attacks → Player evaluates → Character responds → Boss exposes weakness → Player deals damage
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Macro Loop
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Multiple micro loops accumulate → Boss enters a new phase or enrage state → Pressure increases → Player regains tempo through dual-character switching → Boss is eventually defeated
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Core Gameplay Mechanics
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Character Switching Response
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When the boss performs different behaviors, players must choose the character best suited for the situation.
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Paladin handles pressure and interrupts boss attacks
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Boxer capitalizes on damage windows and burst opportunities
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Converting Damage
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Players cannot mindlessly attack.During boss vulnerability windows, they must choose whether to:
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Continue with the Paladin for safe and consistent damage
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Switch to the Boxer to perform high-reward combo chains and charged finishers
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Creating Synergy Windows
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Players create stable damage opportunities through actions such as:
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Paladin taunting to attract boss aggro
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Paladin shield-bashing to interrupt dashes
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Boxer leap attacks to break boss guard
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Using companion special skills to compensate for the active character’s weaknesses
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Risk–Reward Evaluation
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The Boxer offers high burst damage but low survivability.The Paladin offers strong survivability but lower damage output.Players must constantly decide:
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Whether it is worth switching to the Boxer for maximum damage
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Whether the Paladin should stabilize the fight first
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Whether synergy skills should be saved for upcoming mechanics
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3C and Basic Controls
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Camera
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Third-person over-the-shoulder camera
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Boss remains the primary focus of observation
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Camera position and logic remain consistent when switching characters
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Both characters share the same camera reference
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Design Intent
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The challenge of the dual-character system should not come from camera resets.
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The camera prioritizes continuity during character switching, allowing players to focus on boss mechanics and character differences.
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Basic Controls
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Movement: WASD
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Basic Attack: Left Mouse Button
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Skill: E
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Character Switch: Tab
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Self Special Skill: Right Mouse Button
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Companion Special Skill: Q
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Dodge / Dash: Shift
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Characters
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Character 1: Paladin
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Role
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Tank / Interrupt / Tempo Control / Window Creator
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Core Keywords
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Durable / Stable / Crowd Control / Protection
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Design Goal
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The Paladin reduces the punishment of player mistakes during high-pressure phases.
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Through taunting, damage absorption, and interrupts, the Paladin reorganizes combat tempo and creates valuable damage windows for the Boxer.
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Basic Attack
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Three-hit melee combo.
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Steady attack rhythm
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First two strikes maintain pressure
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Third strike applies stronger stagger or knockback
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Design Intent
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Paladin’s attacks prioritize clarity and stability, rather than burst damage.They are used to:
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Maintain safe baseline damage
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Apply control during minor boss imbalance
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Stabilize the battlefield before switching to the Boxer
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Active Skill – Taunt (E)
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Effect:
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Significantly increases aggro
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Forces the boss to prioritize attacking the Paladin
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Temporarily increases defense or damage reduction
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Design Intent
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Taunt allows the Paladin to actively take control of combat tempo.
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When the Boxer is under high risk or the boss is about to enter a high-pressure phase, the Paladin can stabilize the situation and buy time to reorganize the team’s offensive rhythm.
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Special Skill – Shield Bash (Right Mouse)
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Effect:
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Medium-range forward dash attack
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If it hits a boss performing a dash attack, it triggers a counter interrupt
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Successful interrupt staggers the boss briefly
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Design Intent:
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Shield Bash is the Paladin’s core mechanic interaction tool.
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It creates a clear gameplay loop:
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Understand the mechanic → Respond correctly → Gain a reward window
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Paladin Gameplay Loop
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Take aggro → Absorb boss pressure → Identify dash or high-pressure attacks → Interrupt with Shield Bash → Create vulnerability → Switch to Boxer for damage
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Character 2: Boxer
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Role
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High Mobility / Rapid Combos / Burst Damage / High Risk–High Reward
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Core Keywords
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Fast / Aggressive / Burst / Flexible
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Design Goal
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The Boxer capitalizes on the damage windows created by the Paladin.
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Through rapid combo attacks and burst finishers, the Boxer converts accumulated advantages into high damage output.
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Basic Attack
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Four-hit light punch combo.
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Fast attack rhythm
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Allows sustained input pressure
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Builds Combo stacks
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Combo System
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Each successful attack increases Combo stacks.
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Combo stacks increase damage potential.
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Combo resets when:
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The player is interrupted
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Too much time passes without hitting
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The player triggers a finishing move
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Design Intent
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Basic attacks prepare for burst damage.
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Combat rhythm becomes:
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Close distance → Build Combo stacks → Finish with heavy burst attack
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Active Skill – Charged Punch (E)
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Effect:
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Hold to charge
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Longer charge increases damage
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Consumes all Combo stacks upon release
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Bonus damage based on stack count
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Design Intent
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This skill converts accumulated combo pressure into burst payoff.
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It reinforces the idea that the skill should only be used during boss vulnerability windows.
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Special Skill – Leap Strike (Right Mouse)
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Effect:
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Rapid leap toward the target followed by a slam attack
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If the boss is guarding, this move breaks the guard
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Successful guard break briefly stuns the boss
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Design Intent
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Leap Strike is not just a damage ability.
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It is the Boxer’s key mechanic response to boss defensive states.
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This mirrors the Paladin’s role:
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Paladin handles aggressive boss attacks
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Boxer handles defensive boss behaviors
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Dodge Mechanic
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Perfect Dodge
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A successful perfect dodge briefly slows time.
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Design Purpose
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This mechanic raises the Boxer’s skill ceiling.
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Highly skilled players can extend their field time and gain additional damage opportunities through precise evasion.
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Dual Character Synergy Design
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Synergy Logic 1: Paladin Creates Openings, Boxer Deals Damage
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The Paladin absorbs pressure, interrupts the boss, and stabilizes the battlefield.
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The Boxer then builds combo stacks and unleashes burst damage.
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Synergy Logic 2: Characters Counter Different Boss States
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Boss dash → Paladin interrupts with Shield Bash
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Boss guard → Boxer breaks guard with Leap Strike
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Boss multi-hit attacks → Paladin absorbs pressure while Boxer seeks dodge-based counter opportunities
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Synergy Logic 3: Character Switching as Risk Control
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Switch to Paladin when Boxer’s survival becomes risky
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Switch to Boxer after the Paladin creates an opening
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If switching is undesirable, companion special skills provide partial synergy benefits
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Design Goal
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Players should clearly feel that:
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The two characters are complementary
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Switching characters changes how the fight is solved
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Successful synergy is more stable and efficient than single-character play
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Skilled players can still push the limits with a single character
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